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Messages - Threxx

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16
Anything Goes / Re: Threxx's Music
« on: November 30, 2015, 08:39:18 PM »

17
Anything Goes / Re: Threxx's Music
« on: November 21, 2015, 08:08:06 PM »
I've done things.

(Long list of videos has been spoilered for page length integrity)

(click to show/hide)

18
Anything Goes / Re: Threxx's Music
« on: September 20, 2015, 01:42:10 PM »


I think this is worth digging up this thread for.

20
What was claimed was that the original 6 games were "rebuilt" from scratch. This development completely refutes that. The reason improvements were left out of the games were not due to the cries of purists, but due to the inherent laziness of this "Legacy Collection".

Another shameless cash grab from Capcom.

21
Quote from: "epsitec"
hello all! I'm starting my fan game (series) Megaman supreme. I came upon a fan game with an awesome engine, Quint's Revenge. Does anybody know the engine its made on? Or how I could hack Quint's Revenge to make my game, which is in my previous post?


Thanks for the help!

Quint's Revenge was developed by ACESpark, the admin of Sprite's INC.

As far as I know, the engine is not free to use.

22
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: August 08, 2015, 04:47:24 PM »


This video is intended to show off all of the menus and options that we've added to the game, as well as a short preview of Tome Woman's stage.

Tome Woman's stage is still incomplete, and does not have enemies programmed in yet, but you can take a look at some of the gimmicks we have planed for the stage.

23
Anything Goes / Re: Max can have a famitracker music topic too
« on: August 04, 2015, 02:26:14 PM »
The percussion on the Dynamo cover is really weak and sounds kinda inaccurate.

24
Mega Man Discussion / Re: [Fan game]Megaman Infamous Intent
« on: July 31, 2015, 12:56:52 AM »

25
Anything Goes / Re: Threxx's Music
« on: July 29, 2015, 10:46:15 PM »
Quote from: "Max"
please lighten up on the arpeggios thanks

no

26
Anything Goes / Re: Atticus makes 8-bit tunes
« on: July 28, 2015, 01:01:11 PM »
Quote from: "Atticus"
Thanks Threxx, that's the kind of criticism I was looking for.

When you say modules, do you mean like using vrc6? I will be looking into that to make more complex music (in fact my next project will use vrc6 but I'll mainly be using it for the extra pulse channels since 2A03 won't cut it). I'm not entirely sure how to use pulse width or sawtooth so if you have any advice for that I'd appreciate it.

I don't plan on exporting to NSF, I'm doing this mostly for fun, but I am aware of how tempo and speed values can cause errors on the NES hardware. I haven't got around to working with Fxx but I believe I'll need to use it for my next work.

Once you give the song a listen, I'd love to hear what you think. Your works are very good.

I mean Famitracker Modules... also known as the file format for the tracker...

I might as well drop the crit for the song here... The notes seem quite accurate, but the noise channel is really loud throughout the song, especially your cymbals. I recommend toning those down a bit.

27
Anything Goes / Re: Threxx's Music
« on: July 27, 2015, 02:52:56 PM »

28
Anything Goes / Re: Atticus makes 8-bit tunes
« on: July 27, 2015, 02:44:59 PM »
I can't give this a good listen right now, but I can highlight some things I can see just looking at the footage.

-You have the same note between the two pulse channels (or the same note, but on different octaves). You should detune these notes to avoid clashing between the two pulse channels, using the Pxx effect. (Anything in the range of P7E-P82 should work. Higher pitches require less detune and will become dissonant with smaller detune values.)
-Your sound design overall is very simple, which isn't necessarily a bad thing, but a song like this would benefit from more developed sound design. I recommend finding some modules to look at to get an idea. Such I can provide:

Here are some of my MM7 covers...

https://www.dropbox.com/s/b216faatjc33y ... d.ftm?dl=1
https://www.dropbox.com/s/4ijlgb2pbrho3 ... d.ftm?dl=1
https://www.dropbox.com/s/rlmpmshoa595b ... d.ftm?dl=1

Finally... (this next part might be a bit much for a newbie, so bear with me)

If you plan on exporting to NSF, directly changing the tempo value is error prone due to Famitracker's methods of calculating tempos. The NES can only handle specific tempos (determined by the speed values) so when you change this value, Famitracker skips ticks (number of engine cycles per row, determined by speed #) to account for this, which can cause errors in the song. Utilizing Fxx effects to control the number of ticks per row prevents this.

For your song, the closest rational tempo would be:

Code: [Select]
F05
F04

repeating.

This is 200 BPM, which is slightly faster, but it accounts for the row ticks better. Here's a list of a bunch of values like this from the FT wiki:

http://famitracker.com/wiki/index.php?t ... mpo_values

I'll edit this post later with more about the cover itself.

29
Anything Goes / Re: Threxx's Music
« on: July 18, 2015, 11:45:08 PM »
Quote from: "MusashiAA"
oh


yeah i like the other mm7 covers you did. i dont listen to oc or stuff ive never heard of, so

:^)

By this logic you do not listen to any music.

30
Anything Goes / Re: Threxx's Music
« on: July 18, 2015, 01:27:55 PM »
Quote from: "MusashiAA"
Quote from: "Threxx"
Quote from: "MusashiAA"
Give this man a medal, he actually covered the MM7 boss battle theme with a damn good percussion line, and accurate to the original theme's! Although I think you went a little too ham on the Blaster Master-like triangle soft tom instrument: literally in almost every note there, but it's good to hear different instrumentations once in a while.

It is not a soft tom instrument, it is a [12 0] arpeggio macro intended to strengthen the attack on the bass.

https://www.dropbox.com/s/shl3hl2sfaa7w ... s.ftm?dl=1

Here is the source file to demonstrate. It requires HertzDevil's fork of Famitracker, which you can get here: http://hertzdevil.info/programs/

Interesting, but I mentioned it was a soft tom instrument since the closest relative I know of such effect on a triangle instrument is from that specific game (specifically being a three frame F-3/C-4 note before the actual notes in the bass line), in which is very clearly used in conjuction with the drum line: I can now see that this isn't the case in your cover. Personally, I prefer a bass line in a higher octave (depending on the chord it's using, as higher chords can sound very jarring to some people) using [0 15] volume values for its instrument (and in every other, to accomodate the off frame) for better comprehension of a bass line, as one that is in a low octave can sometimes go unnoticed.

Also, I've been looking for this Famitracker fork for a while already, thanks.

I find this technique to be quite lazy, as you now have a forced frame of silence at the start of every note, which doesn't always work for every song. Sxx and volume drops are much easier to control.

Also, I've noticed how I've gotten no feedback or comments on any of the other things I've posted. That would be nice.

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